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Development of Augmented Reality Based Learning Applications in

Introducing Types of Animals after the Covid-19 Pandemic

Andy Rachman1 a, Sulistyowati2 b, Rachman Arief2 c, Nanang Fakhrur Rozi1 d


,
Zakky Fatahilah Hasan1 e, Ach. Khafid Salim1, Mohadi1, Yusuf Effendi1,
Marsetya Aditia Arifiandi1 and Ahmad Hafid Holy Saputra1
1Departement of Informatics Engineering, Institut Teknologi Adhi Tama Surabaya,
Jl. Arief Rachman Hakim 100, Surabaya, East Java, Indonesia
2Departement of Information Systems, Institut Teknologi Adhi Tama Surabaya,

Jl. Arief Rachman Hakim 100, Surabaya, East Java, Indonesia


andy.rach1910@itats.ac.id

Keywords: Augmented Reality, Learning Applications, Software Engineering, Covic-19, Extreme Programming.

Abstract: Augmented Reality is a trending topic in the industrial era 4.0, utilized in all areas of society. The existence
of Augmented Reality is currently a major requirement for companies, hospitals, and even in the field of
education. The COVID-19 pandemic has changed learning methods in Indonesia from face-to-face learning
to information technology-based learning. During the COVID-19 pandemic, the learning process was carried
out online (online) to break the spread of the COVID-19 virus. This condition causes the education sector to
think hard about delivering existing material so students can better understand the material. One way that can
be done is to develop game-based learning applications. Researchers develop learning applications based on
augmented Reality to introduce animals based on augmented Reality using extreme programming models.
The application has been implemented and tested by 54 students with a score of 85.3% based on the usability
factor of ISO 9126-3, which means that the application is very useful for Ribath Darut Tauhid madrasah
students in studying animal introduction material. Learning applications have been applied to Islamic
elementary schools. From the results of the pre-test and post-test, it was found that the application was able
to improve students' abilities between 13% and 75%.

1 INTRODUCTION industrial education (Grossard et al., 2023).


Collaboration between developers and end-users is
The development of information and communication required in the utilization and development of
technology is currently developing very rapidly information and communication technology (Longo
(Tanaamah & Indira, 2021). At the same time, et al., 2023).
people's lives have changed from traditional to digital Augmented Reality is a trending topic in the
with the use of information and communication industrial era 4.0, utilized in all areas of society.
technology in everyday life (Nugroho et al., 2021). Augmented Reality is currently a major requirement
Innovation is the key to the digital globalization of for sales companies (Rauschnabel et al., 2022),
information and communication technology (Zhu et hospitals, agriculture, and even in education. Caudell
al., 2023). Information and communication and Mizell first introduced the initial concept of
technology support in people's lives can be found on Augmented Reality in 1992 (Liao, 2016), for more
computers, mobile devices, robots, and even virtual than 60 years, Augmented Reality (AR) has
Reality or augmented Reality. Its use can be seen in experienced its journey where AR allows the creation

a https://orcid.org/0000-0002-2328-9367
b
https://orcid.org/0000-0003-2185-6388
c https://orcid.org/0000-0003-0265-8773
d https://orcid.org/0000-0002-2328-9367
e
https://orcid.org/0009-0001-4232-8448

5
Rachman, A., Sulistyowati, Arief, R., Rozi, N., Hasan, Z., Salim, A., Mohadi, Effendi, Y., Arifiandi, M. and Saputra, A.
Development of Augmented Reality Based Learning Applications in Introducing Types of Animals after the Covid-19 Pandemic.
In Proceedings of the 4th International Conference on Advanced Engineering and Technology (ICATECH 2023), pages 5-12
ISBN: 978-989-758-663-7
Copyright © 2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
ICATECH 2023 - International Conference on Advanced Engineering and Technology

of objects that cover physical objects in real-time (De Application Development using Extreme
Lima et al., 2022). Augmented Reality allows users Programming model, Post-Test, and the last step is
to see 3D objects using a smartphone device. the Application Feasibility Test using ISO 9126-3 for
Augmented reality technology is one of the Usability Factor.
innovations in computer vision that can improve user
perception and interaction with the real world
(Andayani et al., 2020). Augmented Reality is one of
the most advanced technologies in the virtual world,
which is very effectively used in the learning process.
Augmented Reality can be utilized in formal and non-
formal education (Rusli et al., 2023).
The COVID-19 virus is a virus that attacks human
respiration and spreads very quickly between humans
(Rachman, 2021). COVID-19 stands for Coronavirus
Disease 2019, which attacked humans for the first
time at the end of 2019 in Wuhan, China (Putri et al.,
2023). Officially the COVID-19 virus attack was
Figure 1: Design research methodology augmented reality.
declared a pandemic by the World Health
Organization (WHO) in March 2020 (Shobe et al.,
2023). The COVID-19 attack caused the Indonesian 2.1 Idea Validation Using MAF
state to impose Large-Scale Social Restrictions Researchers use Idea Validation to determine whether
(PSBB) (Anugerah et al., 2021). The implementation a research idea can be implemented. Researchers
of the PSBB has affected all activities by reducing carried out idea validation using the Merapi Analysis
gatherings and maintaining distance between people Framework (MAF). There are four steps taken: Idea
(Pontoh et al., 2021). One affected is the education Generation, Idea Validation, Literature Study, and
sector, where the teaching and learning process Survey. In idea generation activities, researchers put
cannot be carried out face-to-face (offline) but must forward ideas that are used in research, namely:
be done online (Aziz et al., 2022). 1. During this pandemic, schools had difficulty
Madrasah Ibtidaiyah (MI) Ribath Darut Tauhid is carrying out the teaching and learning process
one of the Islamic schools on Jl. Nambangan Perak online.
89, Surabaya, East Java. MI is a school equivalent to 2. During the COVID-19 era, it is certain that
Elementary School. In its learning process, MI Ribath every student has a smartphone that can be used
Darut Tauhid still uses the traditional (face-to-face) to access learning materials and access the
learning model. When the implementation of PSBB internet.
MI Ribath Darut Tauhid experienced difficulties 3. What if we develop a learning application based
delivering material online, one of the materials was on augmented reality with the advantage being
an animal introduction for class III students. Teachers that the material is delivered in 3D.
have difficulty conveying material with online After the idea generation activity, the researcher
teaching conditions and knowing children's ability to proceeded to the second step by carrying out the idea
receive the material. validation activity. In this activity, the researcher
The researcher developed an animal recognition ascertains whether the research plan can be carried
learning application based on augmented reality from out by looking at the target users or the target users of
the problems above. the research. In this case, the application users are
elementary school students. Literature study is the
next step in MAF. The researcher conducted a
2 METHOD literature study on the material discussed in this
activity. The study relates to engine literature,
In this study, we focused on developing an augmented programming languages, and game development
reality-based animal recognition application for grade tools. Besides that, the next literature collected is on
III elementary school children. The research application development models in software
methodology that we have developed is as shown in engineering. The fourth step in MAF is Survey.
figure 1, where there are five methods that the Researchers surveyed according to the available
researchers carried out, namely Idea Validation using material by visiting several schools that application
Merapi Analysis Framework (MAF), Pre-Test, developers targeted. Researchers surveyed 5

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Development of Augmented Reality Based Learning Applications in Introducing Types of Animals after the Covid-19 Pandemic

elementary schools or equivalent. Of the five schools


targeted, two schools are interested in becoming
partners in developing augmented reality
applications. From the two schools, it turned out that
the one who was pleased with the research topic was
Madrasah Ibtidaiyah Ribath Darut Tauhid.

2.2 Pre-Test
The Pre-Test is an activity carried out by researchers
to get students' abilities about the material developed
by researchers, namely about animal recognition.
Figure 2: Extreme programming for developing augmented
Table 1: Instrument pre-test development of educational reality.
game.
2.4 Post-Test
NO QUESTION
1 What senses does the Sumatran tiger have? The Post-Test stage is the stage where the end-users
of the target users are tested concerning the existing
2 What do iguanas eat? material. The Post-Test Mater is the same as the
3 Whale belongs to what class of animal? material in the Pre-Test. Still, the difference is that the
Post-Test Activities are carried out after the end user
4 What cats don't eat is?
uses the application. In contrast, the pre-test students
5 What are the characteristics of birds? do not use the application because the application has
6 Where is the giraffe's original habitat? not been developed. A good result is whether the
value obtained is better results or the same as the pre-
7 How many tusks are there in an elephant? test.
What kind of animal is in the picture
8 2.5 Application Feasibility Test
beside?
9 What is cowhide usually used for? The Application Feasibility Test was carried out by
10 Goats are animals that produce? researchers using the Usability Factor from ISO
9126-3, where there are five sub-factors assessed:
2.3 Application Development understandability, learnability, operability,
attractiveness, and usability compliance. The
In the application development section, researchers feasibility test process is carried out by sending
use the extreme programming model. The Extreme questionnaires to application users. Applications are
Programming model has five major activities: rated for each sub-factor by users from 1 to 5 on a
Planning, Design, Coding, Test, and Release. At the Likert scale.
Planning stage, the researcher met with the school to
discuss the application developed through user stories
to get user needs. The researcher carried out the
design stage in connection with the prototype of the 3 RESULT AND DISCUSSION
augmented reality application, which was developed
according to its main purpose. The third stage is 3.1 Result
Coding. This stage aims to realize the application
designed as a prototype in the design section. The This research uses the MAF framework and the
fourth stage is Testing; in this stage, the researcher Extreme Programming application development
tests the software from the smallest parts (units), model to develop an augmented reality-based animal
which produce tests that the customer can accept. recognition learning application.
These four stages are repeated until the application
results meet the user story's needs. When finished, 3.2 Target User
then enter the application release stage.
Based on the MAF stages, the target users of the
animal recognition learning application are class III
students from Madrasah Ibtidaiyah Ribath Daruth

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ICATECH 2023 - International Conference on Advanced Engineering and Technology

Tauhid. There are two classes III which are the target 3.3.3 Value
users, namely Class 3A and Class 3B. This study's
total number of users was 54, with details: of 27 In this section, the researcher communicates with the
students in Class 3A and 27 students in Class 3B. teacher as a team of material experts regarding the
application features developed by the researcher.
3.3 Educational Game Application Application features prioritized in application
development according to user stories are in the order
The educational game application developed by CODE US3, US6, and US8 get the highest priority.
researchers uses the Extreme Programming model. Namely, a value of 5 means the most priority. CODE
US1, US2, and US5 get high priority, which is worth
3.3.1 Stage 1 – Planning 4, meaning it takes precedence. For CODE US4, US7,
and US9, they get a fairly high priority, namely a
At the planning stage, the researcher carried out four value of 3 means that it must be considered.
actions, namely carrying out four activities, namely,
user stories, values, acceptance test criteria, and 3.3.4 Acceptance Test Criteria
iteration plan.
Acceptance Test Criteria are the criteria used for test
3.3.2 User Stories acceptance concerning existing user stories. The
Acceptance Test Criteria referred to are in table 3.
In the user stories section, the researcher interviewed
third-grade students regarding the expectations of Table 3. Acceptance test criteria in animal introduction
students as users. From the results of these interviews, educational game user stories.
it was found that there were 9 wishes of class III
students regarding the animal introduction CODE ACCPTANCE TEST CRITERIA
augmented reality educational game, as shown in Games must be able to provide an attractive
Table 2. US1
and colorful display

Table 2: User stories educational game introduction to Games must contain a variety of animals that
US2
animals. can be played and introduced to students
Games must be able to contain a wide
CODE USER STORIES US3 variety of animals, food, sounds, and
As a student, I want to enjoy an interesting pictures of animals
US1
look at augmented reality games
As a student, I can see the diversity of US4 Games can move animals or control animals
US2
animals in augmented reality games
As a student, I can learn by playing
US3 Games can display animal images, text
augmented reality games US5
information about animals, and animal audio
As a student, I can interact and control
US4 animal characters in augmented reality Game gives players choose the type of
games US6
animal
As a student, I want augmented reality
US5 games to be able to display interesting US7 The game has a language switching feature
gameplay
As a student, I want an augmented reality
US6 game to be able to distinguish between Games can provide information about
US8
different types of animals animals
As a student, I want an augmented reality Games provide guides, information, tutorials
US7 game to be able to replace Indonesian or US9
about quizzes.
English
As a student, I want an augmented reality
US8 game to be able to clearly display animal 3.3.5 Iteration Plan
descriptions
As a student, I want augmented reality The researcher divides application development
US9 games to make it easier for players to activities into two iteration plans in this section. The
answer quiz questions. first iteration focuses on system development for
developers and teachers, and the second iteration is

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Development of Augmented Reality Based Learning Applications in Introducing Types of Animals after the Covid-19 Pandemic

on system development for students, as shown in interesting learning features formed for third-grade
figure 3. students.
Researchers assign responsibilities to each team in the
CRC Card (Class, Responsibilities, and
Collaboration) section. There are ten researchers with
a division of responsibilities, as shown in Table 4.
There are four job functions in the research, namely
game design and development (CRC1), application
system design (CRC2), game tester (CRC3), and
quality control (CRC4). The highest number of teams
and game testers are in game design and development
(figure 5)

Table 4: CRC card educational game introducing of types


of animals.
Figure 3: Iteration plan development of educational game. JOB
ID NAME CODE DESCRIPTIO
3.3.6 Stage 2 – Design CRC N
Game Design
Andy
At the design stage the researcher carried out two TI1
Rachman
CRC1 and
main activities namely Simple Design and CRC Development
Cards, and Spike Solution and Prototypes. Application
TI2 Sulistyowati CRC2
System Design
3.3.7 Simple Design and CRC Cards Rachman
TI3 CRC3 Game Tester
Arief
Researchers carry out the application design process Nanang
in the simple design section by developing TI4 CRC4 Quality Control
Fakhrur Rozi
application features. For this reason, the researcher Zakky Game Design
used a case diagram to develop an augmented reality- TI5 Fatahilah CRC1 and
based animal recognition educational game Hasan Development
application. Ach. Khafid Application
TI6 CRC2
Salim System Design
Game Design
TI7 Mohadi CRC1 and
Development
TI8 Yusuf Effendi CRC4 Quality Control
Marsetya
TI9 Aditia CRC3 Game Tester
Arifiandi
Ahmad Hafid
TI10 CRC3 Game Tester
Holy Saputra

Figure 4: Use Case Diagram Educational Game Introducing


Types of Animals.

Figure 4 shows that the teacher and developer


features become one level of importance before
Figure 5: Team number of development educational game
researchers develop features for students. The student
introducing of animal types.
feature is the biggest part of existing user stories—
armed with user stories that have been evaluated,

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ICATECH 2023 - International Conference on Advanced Engineering and Technology

3.3.8 Spike Solution and Prototypes are the Vuforia SDK. TI1, TI5, and TI7 in pair
programming generated the program code.
In the spike solution and prototypes section, the
researcher developed an augmented reality prototype. 3.3.10 Stage 4 – Test
In the development of augmented reality games,
researchers divide it into seven main sections: the At this stage, the researcher conducted the software
splash screen, main menu, choose the animal menu, testing process using black box testing. In general,
quizzes menu, guess the sound, types of animals, and five components are tested, and 22 test scenarios are
setting menu in the testing phase.
Table 6. Black Box Testing Educational Game Introducing
Table 5. Spike Solution and Prototypes of Educational of Types Animals.
Game Introducing of Types Animals.
Test
BOARD PROTOTYPE FUNCTION No Component Succeed Failed
Scenario
Main
Splash 1 4 4 0
Splash Menu
Screen
Screen Choose
Game
2 Animal 4 4 0
Menu
Main Menu 3 Quizzes 6 6 0
Main Game 4 Sound 4 4 0
Menu Augmented Introducing
Reality 5 4 4 0
of Animals

3.3.11 Stage 5 – Release


Choose Menu
The Choose The At this stage, the researcher carried out the
Animal Animal application release process that had been developed.
The researcher carried out the release process after
obtaining approval from the Madrasah Ibtidaiyah
Menu Ribathh Darut Tauhid. At this stage, the researcher
Quizzess also carried out the implementation process for Class
Quizzes Game III students. The results of application development
Augmented are shown in figure 6.
Reality

Guess The
Guess
Sound Game
The
Augmented
Sound
Reality

Setting
Game Figure 6: Main menu of educational game augmented
Setting
Augmented reality.
Reality

3.3.9 Stage 3 – Coding


In this section, the researcher is coding an educational
game application using the C# language. The game
engine used is UNITY. In application development,
the markers used by researchers are of the Marker
Based Tracking type. The tool used to map markers

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Development of Augmented Reality Based Learning Applications in Introducing Types of Animals after the Covid-19 Pandemic

application is useful for third-grade students of Ribath


Darut Tauhid. The total results can be seen in the
table.

Table 7: The result of application feasibility assessment


test using iso 9126 usability factors.

USABILITY FACTORS VALUE


Understandability 83.85%
Figure 7: Educational game augmented reality introducing Learnability 85.18%
types of animals. Operability 84.99%
Attractiveness 86.47%
3.4 Post-Test
Usability Compliance 86.04%
Researchers carried out the post-test process by Average = 85.31%
surveying 54 third-grade students. The purpose of the
Post-Test is to discover students' abilities regarding
animal introduction material where students have 4 CONCLUSIONS
played augmented reality games. After playing the
game for one week, students are given the same exam From the research results, it can be concluded that
questions as during the pre-test, from the post-test researchers have succeeded in developing an animal
results obtained as shown in Figure 8. recognition learning game application based on
augmented reality by implementing an extreme
programming model. The application developed
received an assessment of 85.31%, which means that
the application is very useful for third-grade students
of Ribath Darut Tauhid Surabaya. The application has
increased students' abilities by between 13% - 75% in
animal recognition.

ACKNOWLEDGEMENTS
I want to thank YPTS-ITATS, which has supported
Figure 8. Ability Test Results for Class III Students (Pre- all research activities, the Department of Informatics
Test and Post-Test). Engineering, the Faculty of Electrical Engineering
and Information Technology, the Chancellor of
From the results of the Post-Test, which were ITATS, and the Vice-Chancellors.
compared with the results of the Pre-Test, it was
found that the understanding of material about
animals increased between 13% and 75%
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